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game/ui/pipeline.sx
2026-03-03 13:25:25 +02:00

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#import "modules/std.sx";
#import "modules/opengl.sx";
#import "ui/types.sx";
#import "ui/render.sx";
#import "ui/events.sx";
#import "ui/view.sx";
#import "ui/renderer.sx";
UIPipeline :: struct {
renderer: UIRenderer;
render_tree: RenderTree;
font: GlyphCache;
screen_width: f32;
screen_height: f32;
root: ViewChild;
has_root: bool;
init :: (self: *UIPipeline, width: f32, height: f32) {
self.render_tree = RenderTree.init();
self.renderer.init();
self.screen_width = width;
self.screen_height = height;
self.has_root = false;
}
init_font :: (self: *UIPipeline, path: [:0]u8, size: f32, dpi_scale: f32) {
self.font.init(path, size);
self.font.set_dpi_scale(dpi_scale);
self.renderer.dpi_scale = dpi_scale;
set_global_font(@self.font);
}
set_root :: (self: *UIPipeline, view: View) {
self.root = ViewChild.{ view = view };
self.has_root = true;
}
resize :: (self: *UIPipeline, width: f32, height: f32) {
self.screen_width = width;
self.screen_height = height;
}
// Process a single event through the view tree
dispatch_event :: (self: *UIPipeline, event: *Event) -> bool {
if self.has_root == false { return false; }
self.root.view.handle_event(event, self.root.computed_frame);
}
// Run one frame: layout → render → commit
tick :: (self: *UIPipeline) {
if self.has_root == false { return; }
screen := Frame.make(0.0, 0.0, self.screen_width, self.screen_height);
proposal := ProposedSize.fixed(self.screen_width, self.screen_height);
// Layout
root_size := self.root.view.size_that_fits(proposal);
self.root.computed_frame = Frame.{
origin = Point.zero(),
size = root_size
};
self.root.view.layout(self.root.computed_frame);
// Render to tree
self.render_tree.clear();
ctx := RenderContext.init(@self.render_tree);
self.root.view.render(@ctx, self.root.computed_frame);
// Commit to GPU
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
self.renderer.begin(self.screen_width, self.screen_height);
self.renderer.process(@self.render_tree);
self.renderer.flush();
glDisable(GL_BLEND);
}
}